Team Fortress 2 Update Released

      Team Fortress 2 Update Released

      auf >teamfortress.com< wurde geschrieben:

      An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

      Summer 2024!
      • Featuring 10 new community maps: Embargo, Odyssey, Megaton, Cachoeira, Overgrown, Hadal, Applejack, Atom Smash, Canaveral, and Burghausen
      • Added the Summer 2024 Cosmetic Case
        • Contains 23 new community-contributed items
      • Added 4 new community-contributed taunts to the Mann Co. Store
        • Taunt: Can It!
        • Taunt: Cremator's Condolences
        • Taunt: Straight Shooter Tutor
        • Taunt: Unleashed Rage
      • Added 38 new community-created Unusual effects
        • 18 new effects for Unusual hats
        • 20 new effects for Unusual taunts
      • All cosmetic and taunt cases will grant Summer 2024 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates.
      • The Summer event runs through September 15th, 2024
      General
      • Security and stability improvements
      • Fixed Workshop sv_cheats exploit
      • Disallow aliasing any existing convars that are not movement commands
      • Added language support for Spanish - Latin America
      • Added ConVar "tf_hide_custom_decals" to allow clients to disable viewing custom decals on items
        • Added "Hide Custom Decals" checkbox to the Advanced Options dialog in the Miscellaneous Options category
      • Added missing 64-bit Steam binaries for the dedicated server
      • Added missing 64-bit versions of HLMV and HLFaceposer
      • Added a check to prevent the "autoteam" client command for custom game modes like VSH after the player has already joined a team
      • Added missing menu_photos images for cp_powerhouse
      • Added missing default string for Player Destruction mode
      • Expanded VScript support
        • Added mp_tournament_redteamname, mp_tournament_blueteamname, and tf_mvm_max_connected_players to the list of whitelisted ConVars
        • Fixed vscript_convar_allowlist.cfg being overriden by being packed into a map
        • BaseEntity: AcceptInput, IsAlive
        • EconEntity: GetAttribute
        • TFPlayer: GetCustomAttribute, StunPlayer
        • TFBot: GetAllBotTags, SetMission, SetPrevMission, GetMission, GetPrevMission, HasMission, IsOnAnyMission, SetMissionTarget, GetMissionTarget, SetBehaviorFlag, ClearBehaviorFlag, IsBehaviorFlagSet, SetActionPoint, GetActionPoint
      • Moved some of the Christmas maps to the normal rotation
      • Moved ctf_2fort_invasion out of the Misc matchmaking category and into CTF
      • Moved koth_probed out of the Misc matchmaking category and into KOTH
      • Fixed Incinerator killstreak effect not scaling properly when viewed from a distance (community fix from SirDapper and CheesyPuff)
      • Fixed Gunslinger punch combo not being lag compensated (community fix from Marxvee)
      • Fixed third-person reload animation speeds not matching first-person speeds when using custom attributes (community fix from Marxvee)
      • Fixed CTF HUD being visible when no flags are present (Community fix from fellen)
      • Fixed broken LOD1 model for The B.A.S.E. Jumper backpack while deployed (community fix from Piogre)
      • Fixed cosmetic items that use per-class bodygroups not using the correct bodygroup in the Loadout panel
      • Fixed dropped weapons with custom decals not showing the correct decals
      • Fixed some unusual effects using the wrong orientation for The Head Hedge
      • Fixed Halloween transmutations being completed outside of the Halloween event
      • Fixed incorrect BLU material for the CLTF2 bronze medal
      • Fixed missing Spy audio when using the Taunt: Kazotsky Kick
      • Fixed missing sound for the Taunt: The Skating Scorcher
      • Fixed the Neon Annihilator not getting crit-attacks when hitting players covered with gas
      • Fixed some clipping issues for the Mad Lad when using lod1 and lod2
      • Fixed missing polygons for the Stunt Suit when using the Roadworker style
      • Fixed seeing the wrong image in the Steam inventory for the Operation Firmware Frenzy Star of the Company 2023 medal
      • Fixed not being able to equip the Master's Yellow Belt and the Hillbilly Speed Bump at the same time
      • Fixed console warning about unknown command 'eureka_teleport'
      • Fixed Vaccinator heal sound continuing to play after Medic's death
      • Fixed a problem with the Tiny Timber not displaying paint after being painted
      • Updated zi_intro.webm media file
      • Updated the description of the Buffalo Steak Sandvich to display the increased damage vulnerability while active
      • Updated the Eldritch Horror and Deep-sea Devourer Unusual taunt effects to fix incorrect spawn locations
      • Updated the materials for Your Eternal Reward to fix incorrect lighting under certain conditions (community fix from Lindon)
      • Updated the material for The Buff Banner to add phong mask and missing material parameters (community fix from Lindon)
      • Updated the material for The Law to fix an issue when the hat has been painted
      • Updated the equip_region for the Cleaner's Cap
      • Updated/Added some tournament medals
      • Updated ctf_turbine_winter, plr_hacksaw, and pl_phoenix to fix localization issues
      • Updated ctf_doublecross
        • Fixed an incorrect team-colored material in the BLU base
      • Updated cp_brew
        • Fixed truck textures outside of BLU spawn
        • Fixed a few bumps in the road
      • Updated pd_selbyen
        • Fixed an exploit that would allow Engineer to trap players using a teleporter behind a door
        • Minor detailing changes
      • Updated pl_hoodoo_final
        • Added func_noclip to BLU spawn in the third stage
      • Updated pl_corruption
        • Fixed handrail collision near the last point
        • Fixed lamp near BLU spawn
        • Fixed missing string for last point
      • Updated plr_hacksaw_event
        • Fixed broken areaportals
      • Updated pl_enclosure_final
        • [Stage 1] - Moved A point within the gate building
        • [Stage 1] - Added stairs for access to the balcony overlooking the final point area
        • [Stage 1] - Added more cover along the initial aviary area
        • [Stage 1] - Removed the catwalk connecting the wooden tower with the oneway door and the balcony area
        • [Stage 1] - Tweaked the layout of the tunnel section
        • [Stage 1] - Wooden tower is now connected to a new catwalk inside of the gate building
        • [Stage 1] - Reworked RED spawn so it now has two exit doors
        • [Stage 2] - RED now has a 2nd spawn exit leading outside along the water to where the airboats are parked
        • [Stage 2] - Airboats and their dock are now accessible
        • [Stage 2] - Removed the elevated platform RED had within the building, replaced with a tall piece of cover instead
        • [Stage 3] - Added a wall and extra stairs on the right side leading up to the catwalk around the raptor pit
        • [Stage 3] - Added a large cliff narrowing the whole area on the left side of the raptor pit
        • [Stage 3] - Added an extra entryway on the left side of the final point building and a dropdown to floor level within
        • [Stage 3] - Added a jumping class vent from next to B point area into the upstairs area of the final point building
        • [All Stages] - Allowed building inside initial BLU spawns
        • [All Stages] - Visual improvements to a lot of places, a few new assets
      • Updated pl_cashworks
        • Area 1 / Loading Dock
          • BLU Spawn 1:
            • Solved several clipping issues at doors and stairs
            • Mitigated line of sight into spawn room
            • Added alternative exit from spawn room to the right
          • RED Spawn 1:
            • Reworked to have two exits
          • Area Changes:
            • Changed terrain around bridge to be easier to maneuver and to prevent getting stuck
            • Changed munition pack at building 01 to large
            • Possible spots beneath bridge for teleporter-traps eliminated
            • Shuffled some big rocks to block off Sniper lanes
            • Cut center building Sniper lane, left alley visually blocked off from dock area
            • Cut center building top Sniper lane, less easy to get a good view
            • Changed out of bounds building left of BLU spawn, added spinning sawblade
            • Opened up a third passage to allow for an additional flanking option for BLU and RED
        • Area 2 / Serpentines
          • RED Spawn 2:
            • Reworked 2nd RED spawn entirely
            • New spawn has two exits, locks and teleports after B is capped
          • Area Changes:
            • Balconies blocked off visually and physically
            • Additional visual blocker at the top of the serpentines to allow for a more secure crossing
            • Long tunnel leading through the RED building to a staircase at the foot of the hill
            • Added deadly and moving sawblade for spicy danger, with sparks and fumes
            • Closed off BLU balcony at the end of the hill
            • Changed raised platform to be only accessible from RED side
          • Reroutes:
            • Deleted BLU gates at flanking route after B is capped
            • Flanking route has an additional exit towards C, leading through BLU building
            • BLU building interiors reworked and expanded
            • Balcony-drop doesn't injure the player any more
        • Area 3 / Construction Site
          • BLU Spawn 2:
            • New stairway leading to balcony
            • Wider exit from big building after CP3 capture
          • Area Changes:
            • Widened area at the generators and on the 2nd level
            • Changed the direction of the drop-in to C, leading into the hydroelectric building
            • Widened exit from BLU spawn into Area 3
        • Area 4 / Vault
          • Area Changes:
            • Added gates opening at the gatehouse after CP3 is captured
            • Alternative passageway through gatehouse while gates are closed pre CP3
            • Rebuild bridge to be convex, obscuring a long Sniper lane
            • Wonky bridge rewards with a branching access next to the vault building, allowing for BLU flanks
        • Global Changes
          • Solved a ton of clipping
          • Rebuilt and edited navmesh, with defined sentry and Sniper positions and varying gameplay
          • Adjusted func_doors at spawn to span to every solid
          • Changed clipping on cart, now jumpable
          • Increased fog distance and lowered density
          • Exchanged glass-textures from the green to the clear version
          • Stairs and hanging bridge are now bullet-blocked for more predictable projectile bounces
      Quelle: https://www.teamfortress.com/post.php?id=223066